diff --git a/src/rcore.c b/src/rcore.c index b4aaed683..d2e4a35e7 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -296,7 +296,7 @@ typedef struct CoreData { char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially - char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame. + char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue int keyPressedQueueCount; // Input keys queue count @@ -806,7 +806,7 @@ bool IsCursorHidden(void) return CORE.Input.Mouse.cursorHidden; } -// Check if cursor is on the current screen. +// Check if cursor is on the current screen bool IsCursorOnScreen(void) { return CORE.Input.Mouse.cursorOnScreen; @@ -1213,9 +1213,9 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device) config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. + // NOTE: Camera movement might seem more natural if we model the head // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f); config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f); @@ -1462,9 +1462,10 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); - // Unproject the mouse cursor in the near plane. - // We need this as the source position because orthographic projects, compared to perspective doesn't have a - // convergence point, meaning that the "eye" of the camera is more like a plane than a point. + // Unproject the mouse cursor in the near plane + // We need this as the source position because orthographic projects, + // compared to perspective doesn't have a convergence point, + // meaning that the "eye" of the camera is more like a plane than a point Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); // Calculate normalized direction vector @@ -1495,12 +1496,12 @@ Matrix GetCameraMatrix2D(Camera2D camera) // 1. Move it to target // 2. Rotate by -rotation and scale by (1/zoom) // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller), - // not for the camera getting bigger, hence the invert. Same deal with rotation. + // not for the camera getting bigger, hence the invert. Same deal with rotation // 3. Move it by (-offset); // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) // we need to do it into opposite direction (inverse transform) - // Having camera transform in world-space, inverse of it gives the modelview transform. + // Having camera transform in world-space, inverse of it gives the modelview transform // Since (A*B*C)' = C'*B'*A', the modelview is // 1. Move to offset // 2. Rotate and Scale @@ -1691,7 +1692,7 @@ void WaitTime(double seconds) req.tv_sec = sec; req.tv_nsec = nsec; - // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. + // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated while (nanosleep(&req, &req) == -1) continue; #endif #if defined(__APPLE__) @@ -1826,7 +1827,7 @@ void TakeScreenshot(const char *fileName) // Setup window configuration flags (view FLAGS) // NOTE: This function is expected to be called before window creation, -// because it sets up some flags for the window creation process. +// because it sets up some flags for the window creation process // To configure window states after creation, just use SetWindowState() void SetConfigFlags(unsigned int flags) { @@ -3085,10 +3086,10 @@ int GetTouchPointCount(void) // Initialize hi-resolution timer void InitTimer(void) { - // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. - // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. - // High resolutions can also prevent the CPU power management system from entering power-saving modes. - // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. + // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions + // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often + // High resolutions can also prevent the CPU power management system from entering power-saving modes + // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_DESKTOP_SDL) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) #endif @@ -3572,16 +3573,6 @@ static void RecordAutomationEvent(void) } //------------------------------------------------------------------------------------- #endif - - // Window events recording - //------------------------------------------------------------------------------------- - // TODO. - //------------------------------------------------------------------------------------- - - // Custom actions events recording - //------------------------------------------------------------------------------------- - // TODO. - //------------------------------------------------------------------------------------- } #endif diff --git a/src/rmodels.c b/src/rmodels.c index 4bbceaf27..804b230f3 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1593,7 +1593,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Enable mesh VAO to attach new buffer rlEnableVertexArray(mesh.vaoId); - // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData(). + // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData() // It isn't clear which would be reliably faster in all cases and on all platforms, // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems // no faster, since we're transferring all the transform matrices anyway @@ -2695,7 +2695,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices) { // Instance a cylinder that sits on the Z=0 plane using the given tessellation // levels across the UV domain. Think of "slices" like a number of pizza - // slices, and "stacks" like a number of stacked rings. + // slices, and "stacks" like a number of stacked rings // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8); par_shapes_scale(cylinder, radius, radius, height); @@ -2759,7 +2759,7 @@ Mesh GenMeshCone(float radius, float height, int slices) { // Instance a cone that sits on the Z=0 plane using the given tessellation // levels across the UV domain. Think of "slices" like a number of pizza - // slices, and "stacks" like a number of stacked rings. + // slices, and "stacks" like a number of stacked rings // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale par_shapes_mesh *cone = par_shapes_create_cone(slices, 8); par_shapes_scale(cone, radius, radius, height); @@ -3813,7 +3813,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) RayCollision collision = { 0 }; // Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed) - // Reversing ray.direction will give use the correct result. + // Reversing ray.direction will give use the correct result bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) && (ray.position.y > box.min.y) && (ray.position.y < box.max.y) && (ray.position.z > box.min.z) && (ray.position.z < box.max.z); @@ -5068,7 +5068,7 @@ static Model LoadGLTF(const char *fileName) { cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; - // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined. + // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) { @@ -5129,7 +5129,7 @@ static Model LoadGLTF(const char *fileName) { cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; - // WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range. + // WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4)) { @@ -5369,7 +5369,7 @@ static Model LoadGLTF(const char *fileName) return model; } -// Get interpolated pose for bone sampler at a specific time. Returns true on success. +// Get interpolated pose for bone sampler at a specific time. Returns true on success static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_accessor *input, cgltf_accessor *output, float time, void *data) { if (interpolationType >= cgltf_interpolation_type_max_enum) return false; @@ -5833,7 +5833,7 @@ static Model LoadM3D(const char *fileName) // We always need a default material, so we add +1 model.materialCount++; - // Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise. + // Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise // WARNING: Sorting is not needed, valid M3D model files should already be sorted // Just keeping the sorting function for reference (Check PR #3363 #3385) /* @@ -5841,12 +5841,12 @@ static Model LoadM3D(const char *fileName) { if (m3d->face[i-1].materialid <= m3d->face[i].materialid) continue; - // face[i-1] > face[i]. slide face[i] lower. + // face[i-1] > face[i]. slide face[i] lower m3df_t slider = m3d->face[i]; j = i-1; do - { // face[j] > slider, face[j+1] is svailable vacant gap. + { // face[j] > slider, face[j+1] is svailable vacant gap m3d->face[j+1] = m3d->face[j]; j = j-1; } @@ -6107,7 +6107,7 @@ static Model LoadM3D(const char *fileName) } // Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets - // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty). + // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty) if (m3d->numbone && m3d->numskin) { for (i = 0; i < model.meshCount; i++) diff --git a/src/rtext.c b/src/rtext.c index 2ff6fd92b..47f3e062a 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -119,7 +119,7 @@ //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -// ... +//... //---------------------------------------------------------------------------------- // Global variables @@ -1077,7 +1077,7 @@ bool ExportFontAsCode(Font font, const char *fileName) #endif // We have two possible mechanisms to assign font.recs and font.glyphs data, // that data is already available as global arrays, we two options to assign that data: - // - 1. Data copy. This option consumes more memory and Font MUST be unloaded by user, requiring additional code. + // - 1. Data copy. This option consumes more memory and Font MUST be unloaded by user, requiring additional code // - 2. Data assignment. This option consumes less memory and Font MUST NOT be unloaded by user because data is on protected DATA segment //#define SUPPORT_FONT_DATA_COPY #if defined(SUPPORT_FONT_DATA_COPY) diff --git a/src/rtextures.c b/src/rtextures.c index d47df7628..35757ba18 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -920,8 +920,8 @@ Image GenImageColor(int width, int height, Color color) #if defined(SUPPORT_IMAGE_GENERATION) // Generate image: linear gradient // The direction value specifies the direction of the gradient (in degrees) -// with 0 being vertical (from top to bottom), 90 being horizontal (from left to right). -// The gradient effectively rotates counter-clockwise by the specified amount. +// with 0 being vertical (from top to bottom), 90 being horizontal (from left to right) +// The gradient effectively rotates counter-clockwise by the specified amount Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end) { Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color)); @@ -2152,7 +2152,7 @@ void ImageBlurGaussian(Image *image, int blurSize) ImageFormat(image, format); } -// The kernel matrix is assumed to be square. Only supply the width of the kernel. +// The kernel matrix is assumed to be square. Only supply the width of the kernel void ImageKernelConvolution(Image *image, float* kernel, int kernelSize) { if ((image->data == NULL) || (image->width == 0) || (image->height == 0) || kernel == NULL) return; @@ -4243,7 +4243,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 // NOTE: Vertex position can be transformed using matrices // but the process is way more costly than just calculating - // the vertex positions manually, like done above. + // the vertex positions manually, like done above // I leave here the old implementation for educational purposes, // just in case someone wants to do some performance test /* diff --git a/src/utils.c b/src/utils.c index 895f77775..fcbdba005 100644 --- a/src/utils.c +++ b/src/utils.c @@ -41,7 +41,7 @@ #if defined(PLATFORM_ANDROID) #include // Required for: Android error types #include // Required for: Android log system: __android_log_vprint() - #include // Required for: Android assets manager: AAsset, AAssetManager_open(), ... + #include // Required for: Android assets manager: AAsset, AAssetManager_open()... #endif #include // Required for: exit()